- Joined
- Jul 1, 2008
- Messages
- 1,314
Hey Modellers,
I hope this is the right place because I really need your help for a quite simple problem (I assume).
I am using this hero model in a map and I want it to be able to go underground for a bit.
So I figured out that the easiest way would be to shit the models Z origin in magos model editor (e.g.) along its Z axis downwards and then trigger the fly height ingame at map init.
So far, I translated the model in magos model editor by 50 along the Z axis, but now all the animations look extremly ugly, because they are still attached to values being 50 up the Z axis.
Unfortunately I am too noobsih in the modelling business to find out, where and what to change further on to really properly change the models origin a long with all animations and attachment points and so on, so could you please help me out by pointing out what to do?
thank you a lot for reading through this
best regards,
Emm-A-
PS: I have been searching for quite a while but could not find any tutorial which covers all of that
I hope this is the right place because I really need your help for a quite simple problem (I assume).
I am using this hero model in a map and I want it to be able to go underground for a bit.
So I figured out that the easiest way would be to shit the models Z origin in magos model editor (e.g.) along its Z axis downwards and then trigger the fly height ingame at map init.
So far, I translated the model in magos model editor by 50 along the Z axis, but now all the animations look extremly ugly, because they are still attached to values being 50 up the Z axis.
Unfortunately I am too noobsih in the modelling business to find out, where and what to change further on to really properly change the models origin a long with all animations and attachment points and so on, so could you please help me out by pointing out what to do?
thank you a lot for reading through this

best regards,
Emm-A-
PS: I have been searching for quite a while but could not find any tutorial which covers all of that